Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By : Kurt Jaegers
Book Image

XNA 4 3D Game Development by Example: Beginner's Guide

By: Kurt Jaegers

Overview of this book

Move beyond the world of flat 2D-based game development and discover how to create your own exciting 3D games with Microsoft XNA 4.0. Create a 3D maze, fire shells at enemy tanks, and drive a rover on the surface of Mars while being attacked by alien saucers."XNA 4 3D Game Development by Example: Beginner's Guide" takes you step-by-step through the creation of three different 3D video games with Microsoft XNA 4.0. Learn by doing as you explore the worlds of 3D graphics and game design.This book takes a step-by-step approach to building 3D games with Microsoft XNA, describing each section of code in depth and explaining the topics and concepts covered in detail. From the basics of a 3D camera system to an introduction to writing DirectX shader code, the games in this book cover a wide variety of both 3D graphics and game design topics. Generate random mazes, load and animate 3D models, create particle-based explosions, and combine 2D and 3D techniques to build a user interface."XNA 4 3D Game Development by Example: Beginner's Guide" will give you the knowledge to bring your own 3D game creations to life.
Table of Contents (16 chapters)
XNA 4 3D Game Development by Example Beginner's Guide
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface

Time for action – multitexturing


  1. 1. In the declarations area of the Terrain.fx effect file, add two new texture variables to hold the additional textures we will be using, as follows:

    texture terrainTexture2;
    texture terrainTexture3;
  2. 2. Still in the declarations area, add samplers for the new textures as follows:

    sampler2D textureSamplerMid = sampler_state {
      Texture = (terrainTexture2);
      AddressU = Wrap;
      AddressV = Wrap;
    };
    
    sampler2D textureSamplerHigh = sampler_state {
      Texture = (terrainTexture3);
      AddressU = Wrap;
      AddressV = Wrap;
    };
  3. 3. Also in the declarations area, add the following items to control how the textures are split between elevations:

    float maxElevation;
    float trans1 = 0.50;
    float trans2 = 0.75;
  4. 4. In the VertexShaderOutput structure, add a new structure member to allow us to pass the elevation of the current vertex to the pixel shader as follows:

    float Elevation : TEXCOORD1;
  5. 5. In the VertexShaderFunction() method, right after declaring the output variable, store the...